Energy Immunity to Magic Item Slot.
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Energy Immunity (Ex): The drake gains immunity to one energy type. To select energy immunity, the drake must have the energy resistance power and its charge must be at least 19th level.
Energy Resistance (Ex): The drake gains resistance 10 to one energy type. To select energy resistance, the drake’s charge must be at least 11th level. This power can be selected more than once, each time gaining resistance to a different energy type.
Etheric Shift (Ex): The drake can become ethereal (as the etherealness spell) once every 3 rounds as a swift action. The drake can activate this effect as a free action whenever it uses its speed surge ability, regardless of the number of rounds since the last time it used etheric shift. Once this ability is activated, the drake remains ethereal for 1 round. To select etheric shift, the drake must have the aether subtype and the aetheric bite and speed surge powers, and its charge must be at least 11th level.
Fast Healing (Su): The drake gains fast healing 2. To select fast healing, the drake’s charge must be at least 11th level.
Fogvision (Ex): The drake can see normally through any form of natural or magical mist, fog, or precipitation. To select fogvision, the drake must have the air subtype.
Forceful Bite (Su): The drake’s bite attack deals +1d6 force damage. On any rounds it is unable to use its breath, the drake’s bite attack also deals 1d6 bleed damage. To select forceful bite, the drake must have the breath weapon, improved breath weapon, and greater breath weapon powers and its charge must be at least 11th level.
Greensight (Su): The drake can see through thick plant matter as though it were transparent, in a 60-ft. range. Greenery, leaves, undergrowth, and vines offer no concealment to the drake’s sight, though solid wood still blocks its line of sight.
Hold Breath (Ex): The drake can hold its breath for a number of minutes equal to 6 × its Constitution score before it risks drowning. To select hold breath, the drake must have either the burrow and improved burrow or the swim and improved swim powers.
Icewalking (Ex): This ability works like spider climb, but the surfaces the drake climbs must be icy. The drake can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice. To select icewalking, the drake must have the cold subtype.
Lifesense (Su): The drake can notice and locate living creatures within 60 feet, as if it had blindsight.
Link (Su): The drake gains a telepathic link with its charge. So long as the drake is on the same plane as its charge, it may communicate with that creature over any distance.
Magic Item Slot (Su): The drake can be convinced to wear one particular magic item, like a magic barding or boots, as long as the item is beautiful and made of precious materials (worth more than 50,000 gp). If this power is selected twice, the drake will consent to wear any type of magic item, as long as it is made and adorned especially for its use; such an item costs double of its listed price.